FAQ/Walkthrough for the C64 Version
By A. Kleibrink (Corbon440)
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<TABLE OF CONTENTS>
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1. REVISION HISTORY
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Mastertronic, being famous for their engagement on the low-budget game sector,
has picked up the 1001-Night story to yield a simple action game on the market.
The protagonist is - as you might expect - Aladdin, who with the aid of a magic
carpet is out to find the magic lamp which is hidden in a cave, guarded by a
ferocious dragon, and is only waiting for to be picked up. 3 caves altogether,
each one the size of a screen, need to be conquered by Aladdin to achieve his
goal. As simple as the game seems, it may require some explanations how to get
past certain parts of the game. This walkthrough might help you on your quest.
As mentioned earlier, this game consists of three screens and Aladdin starts on
the left side of the screen to make his way to the exit. The exit or target is
of course on the other side of the cave. In level 1 and 2 it's just a door,
prominently featured with an oversized keyhole, in the last level the target
is the lamp itself, sitting on the top of a gold hort. To make the game a bit
more difficult, there are numerous moving obstacles like flying rocks, bats and
various traps as well as walls, serving as the level borders and narrow passa-
ges. If the hero touches on of these obstacles, either with the carpet or him-
self, he will lose one of his 4 lives. The game ends if all lives are lost and
you start at level 1 again and there is no way to earn some extra lives. To
make it even harder, the collision detection is extremely nitpicky and unfor-
giving, so be careful.
The score system is a bit unusual, as you already start with 10000 points, but
they will decrease by 100 points every 2.5 sec. The only way to gain points is
to finish the level. How many points you receive, depends on the level:
The controls of Aladdin are very simple. A regular one-button who is able to
move in every direction is everything you need. The fire button is only needed
to start the game. Aladdin can be maneuvered in all 8 wind directions, with an
absolutely pin-point accuracy.
Level 1
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You start on the left side of the screen, in the middle. The target is located
in the lower-right corner. In front of you, you see 3 flying rocks moving at a
different speed up and down. The brown rock on the left is the second-fastest,
the gray rock in the middle is the fastest one. The green rock on the far right
is the slowest moving one. All you need to do is to study the pattern of all
rocks to start flying to the right at the right moment. At the starting posi-
tion, wait until the brown and the gray rock are moving up and above you, then
quickly fly to the right, in front of the trajectory of the green rock. Wait
until he's above you and now it's getting a bit hard: Wait until both spears to
your right are "up" and then quickly steer the carpet so that the bottom of it
is just above the entry way to the next section of the map so that the spears
are now stabbing down, left and right from Aladdin's head. If it looks like
that the green rock may interfere, swiftly fly back to the left but watch out
for the other rocks. While you're hovering between the spears, wait until they
are up again and then move on to the right. Carefully steer the carpet through
the corridor and then stop at the point above the moving wall. Now move the
carpet so that there's no more room between the carpet and the right wall and
watch the pattern of the moving wall. Wait until the wand is moving towards you
and the path is wide open. Now quickly push down to get past the wall. The path
must be as wide open as possible to fly through. The rest is easy. Touch the
door on the left side to receive 5000 points and enter level 2.
Level 2
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You start in the lower left corner, the target is in the upper-right corner.
The direct way to a teleporter is blocked by a moving wall, so the only way for
you is up. 5 bats are roaming around in this level and you'll have to remember
their moving pattern. Before you try to get past the "lift" above you, wait
till the top-most bat is just on its way to the right again. Now you need good
timing: The platforms are moving as fast as you. Slowly glide to the spot where
your head is just below the part where the platforms appear and then quickly
push up at the moment a new platform appears. Now keep flying up until you have
left the platforms behind you. The bat is still on your right side? Good, now
you need to move so there's not a single pixel space between the bottom of the
carpet and the horizontal wall. If you don't do that, the bat will touch you.
Now move to the right and watch the pattern of the bat below you. Wait until it
moves down towards the teleporter and then fly just a tad below the horizontal
wall to the left, into the "corner". The bat will now return and fly up and
move past you to drift the right (hopefully without touching you). Use the time
to soar down to the teleporter and touch it. A short break and you reappear
below the Eastern teleporter. Wait here and watch the patten of the next (very
quickly moving) bat. Wait until it is moving in a spiral away from you and then
follow it to the point where the passage opens to the left. Wait here until the
bat reaches its bottom-most point and is about to rise up in a spiral pattern
to the left again. Now glide down so that the bat, on its way back, zooms above
your head and up. Fly to the left and down, where you are save for now. Wait
until the light-green is on its way back from the goal and moving towards you.
Its moving pattern describes a circle at the bottom, two times until the bat
ia on its way back to the door again. Wait until there's a clear path for the
first time and then follow the bat at the bottom to the right but watch out for
the blue bat. Now, in order to get past the blue bat, you have to steer the
carpet so that the left side of it touches the right side of the left wall
leading up to the exit. That way, the blue bat won't touch you. To make sure
that the returning green bat doesn't spoil it, wait below the blue bat and let
the green bat do its circles. Now fly close to the the left up to finish the
level and earn 10000 points.
Level 3
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The magic lamp is so close and yet so far away. It is heavily guarded and even
the starting point in the lower left corner isn't a safe place. Right above the
lamp a fat dragon is hovering up and down, continually spitting fast-moving
fireballs to the left. 4 stalagmites and their deadly "products" need to be
avoided and the bat, due to its large operation radius, is making it hard to
find a safe spot. So your first goal is to find said spot to plan your future
actions. Such a spot is located about 1 inch below the round stalagtite-like
stone, left of the dripping stalagtite. To reach this point, you need to get
past the dragon's fireballs. The tactic here is fly up parallel to the dragon,
wait until it shoots a fireball at the highest point and then quickly move up
a further bit. Requires timing and a good-stop-and go maneuver. Once you reach
the above mentioned spot, the bat and the dragon's projectiles can't harm you
(for the time being). Now wait until the bat is left of your position and watch
the pattern of the dripping stalaktites to get past them. All drops are drip-
ping at the same speed and there's enough room for your carpet to rest between
them. Past the third stalaktite counting from the left, just above the head of
the dragon is another safe spot. Wait again until the bat is left of you and
flying to the West and move a bit to the right, above the dragon's tail. Watch
the pattern of the dragon, especially at which speed it is moving and its high-
est point, wait until it decends again and then immediately follow it and steer
diagonally right into the niche. Requires pin-point timing and you will cer-
tainly touch the tail a couple of times when trying it for the first times.
Once you've made it in there, don't expect to be safe from the bat. Here comes
the hardest part: get close, wait until the dragon is moving up and just
slightly above you and then diagonally soar out of the niche to the left and
then straight down to the lamp. You will waste most of your lives (and nerves)
on this part, I can assure you. If you have done the impossible and even ma-
naged to curve past this point, you will be awarded 15000 points and the expe-
rience, that some games aren't worth to be completed. No congratulation message
or graphics, the game just starts at level 1 again, with the same difficulty
level and stuff. This also signals the end of this walkthrough. I hope you had
at least a bit of fun by reading it and playing the game accordingly.
Good luck!
This Document is copyright 2004 by A. Kleibrink. You may freely distribute
this FAQ for any non-profitable and non-commercial purposes, provided that
it remains unaltered. This FAQ can only be found at www.gamefaqs.com.